Banding artifacts in smoke viewport display #48015
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Reference: blender/blender#48015
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Windows 7, 980+980ti
Broken: official 2.77 and latest build (
29bb10e
)Worked: 2.76b
Banding artifacts in smoke viewport display
Exact steps: add a plane, scale up a bit, add a quick smoke with dissolve checked, add light.
Checked on 2 computers
Changed status to: 'Open'
Added subscriber: @NikoMaisuradze
Added subscriber: @LukasTonne
Added subscribers: @MikeErwin, @brecht
I'm not sure if this really to be considered a bug, or a bug per se.
The issue is only visible when setting GL_LINEAR as the texture's min/mag filtering parameter. Doing the interpolatin by hand in the shader seems to help, but I can't get something decent without sacrificing performance at the moment (cubic interpolation takes its toll when it comes). In my test software, where the new smoke drawing code comes from, although it is using the same texture parameters (plus mipmaping), it does not have any such banding issue. The only difference is that I am using OpenGL 3.3, but I doubt it has anything to do here.
@MikeErwin, @brecht do you guys have any ideas how to approach this, or is it some weird OpenGL filtering issue fixed in later versions?
Added subscriber: @Blendify
I am closing this because it is basically invalid with 2.8 development.
Changed status from 'Open' to: 'Archived'
Changed status from 'Archived' to: 'Open'
This code has not been rewritten in Blender 2.8 as far as I know, can't assume this will be automatically fixed.
Changed status from 'Open' to: 'Resolved'
The smoke display was rewritten in 2.8 and does not suffer from these types of artifacts anymore.